Downloading the same large map file(more than 500k or maybe 1mb)again and again its preety anoying....how about a map recognising metod??,so you dont have to download the same map twice (maybe comparing the dimensions and the size of the local maps with the host map,so it doesnt matter the name of the file)

Ranks and secure logins are part of 4.0’s WormNET design. However, I don’t see strong reasons (and lots of counter-reasons) to keep anonymous logins in 4.0. Also, how the ranks, experience etc. are calculated remains an open and very complicated question.

Adding an option to turn on extra eye candy would be nice;
It could include;
* Sun/Moon in the background.
* Day/Night Cycle (dimming screen, brightening, moving sun+moon, changing gradients) for the Above.
* See Through Water
* Dock-Style weapons panel instead of standard grid
* More and Prettier particles on explosions
* Terrain Debris (blow up some land, little chunks plop into the water)
* Worm Smears (hitting a worm into a wall hard enough will leave a little pink smudge behind on the wall)
* Terrain Singes (little black marks left on terrain from petrol bombs, etc)
* Burstable Clouds (knocking a worm into a cloud will make the cloud jiggle as he goes through it, with little puffs coming off of it)
* Lingering Smoke (little wisps of smoke hang around)
* Great Big Mushroom Cloud in the background after nuke strike
* Holy Hand Grenade emits rays of light before exploding.

Adding an option to turn on extra eye candy would be nice;
It could include;
* Sun/Moon in the background.
* Day/Night Cycle (dimming screen, brightening, moving sun+moon, changing gradients) for the Above.
* See Through Water
* Dock-Style weapons panel instead of standard grid
* More and Prettier particles on explosions
* Terrain Debris (blow up some land, little chunks plop into the water)
* Worm Smears (hitting a worm into a wall hard enough will leave a little pink smudge behind on the wall)
* Terrain Singes (little black marks left on terrain from petrol bombs, etc)
*…

A mini-camera at the top right or left (150*150 px or smaller) to check the weapon trajectories. So, in this way, you can hide your worm after shot while you monitor your granade!
To me, this is necessary in an elite or hysteria scheme where there is few time to hide worm.

You have to place just the first worm, and all your worms of the team are placed there. Useful for races scheme like TTRR, Big RR, Bungee Race, etc. Even CTF. Could be an option in the host lobby like /ap (auto place). This is different than to mark an area on the map editor or something. Every player choose where to put their entire team.

Extra slots should be configurable by the host. This would allow more than (7 - # of Teams) people to be in a game that, for some reason, many people would like to spectate it live (either to look or chat). Examples: popular tournament finals, clan matches with lots of members present from the duelling clans, playoff matches for leagues, matches between clan members with many members online, etc.

Let's face it: The fact that we cannot see the whole map can be annoying at times. It's even worse for lower resolution monitors but even on a 1600x900 monitor you cannot always see the whole map.

Here is my idea:
Let's just have the option (switch it ingame with a hotkey, of course) to show a mini-map.
This mini-map can display many informations, but the most important is of course the places of the worms which could be indicated with a circle in the team color or something similar.

I hope you can add this feature and wish you good luck on further improvements!

Let's face it: The fact that we cannot see the whole map can be annoying at times. It's even worse for lower resolution monitors but even on a 1600x900 monitor you cannot always see the whole map.

Here is my idea:
Let's just have the option (switch it ingame with a hotkey, of course) to show a mini-map.
This mini-map can display many informations, but the most important is of course the places of the worms which could be indicated with a circle in the team color or something similar.

The three unused, original weapon sprites - laser, Sheep-on-a-rope and black gun - would be great additions of new weapons with unique mechanics.

Add them as default weapons.

My proposals on the weapons' mechanics:
1) Laser:
a two-shot weapon with low damage (~15hp);
fires a laser beam for a certain amount of time (~10sec);
can be aimed during firing (like the flamethrower);
the beam will cut through terrain and create a tunnel too small for worms but big enough for animals and other projectiles;
a worm hit by the beam will get nudged slightly (like the prod);
the laser beam can be reflected off terrain on low angles, but damage and burning through terrain will be reduced;
oil barrels and weapon crates will heat up and explode (like flames do).

2) Sheep-on-a-rope:
Bring it back!
Possible mechanics:
--oldschool, like in W:DC with the worm firing a rope and the suddenly appearing.
--new school (consistent with other sheep-type wepaons), where the worm drops a standard sheep and on the second press of the button the rope fires from the sheep, possibly straight up (the also supersheep launches straight up).

2) Black gun:
Use it as an "Gamma ray gun", as previously suggested by Run in his Worms Unlimited proposal.

A two shot weapon that can fire through terrain;
Damage maybe lower to the shotgun;
oil barrels and weapon crates should heat up due to the high energy gamma rays;
radiation sickness (poison effect).

The three unused, original weapon sprites - laser, Sheep-on-a-rope and black gun - would be great additions of new weapons with unique mechanics.

Add them as default weapons.

My proposals on the weapons' mechanics:
1) Laser:
a two-shot weapon with low damage (~15hp);
fires a laser beam for a certain amount of time (~10sec);
can be aimed during firing (like the flamethrower);
the beam will cut through terrain and create a tunnel too small for worms but big enough for animals and other projectiles;
a worm hit by the beam will get nudged slightly (like the prod);
the laser beam…

I don’t feel that adding hard-coded gameplay mechanics elements, such as weapons, is part of our goal. This might happen when support for custom weapons (a-la Fiddler) will be added.

Edit: maybe I should make it clear that just because someone drew these sprites, it’s still not trivial to add them as new weapons. They need to be converted, palletized, added to the graphics archives and redistributed, not to mention all the game engine changes required to make these work.